declare phenomenon material "max_RPMMaterial_phen" ( material "material" ) shader "RPMmat" "max_MaterialToShader"( "material" = interface "material" ) material "myMtl" opaque = "RPMmat" end material root material "myMtl" gui "gui_max_RPMMaterial_phen" { control "Global" "Global" ( "uiName" "RPMPerPassMaterial", "category" "Utility", "hidden" ) } end declare